A.I. Wars (The insect Mind) v.5.5.7 and above

Data file internals document.

 

The purpose of this document is to explain some of the inner workings of the data and supporting files provided within the A.I. Wars v5.5.7 directory for the purpose of illustrating how an interested user, researcher or tournament moderator may modify the inner workings of the game engine to enhance their A.I. Wars experience.  Note that many of these files are used with earlier versions of A.I. Wars and the descriptions found here are valid in most cases.

 

A.I. Wars Engine Files:

 

Ai_wars.exe

This is the main A.I. Wars game engine.  Its version number can be found by viewing the properties of the file in your windows explorer or by viewing the version number within the splash screen. This file has command line options noted within the games documentation or by launching it with a “/?” Parameter. These parameters are useful when automating actions within the game with external batch type tools like the BattleShell software found on our TacticalNeuronics.com web site (see battle scenario files section below for additional details on this functionality).

 

Aiwars3d.exe

This is the 3D battle-viewing engine.  This is launched when a battle has been run within the main A.I. Wars engine and it runs the “3Dbattle.dat” file.  This data file is simply a scripted puppet show that directs the action within the 3D battle engine. More information will be provided on this file later.

 

Main game engine startup data file “loadlist.dat”:

This file sets some basic game startup options and contains the following lines:

Example Description
Title_Screen_Music_Play=hades.mid Startup music .mid file
Default_Map=coridor.map Default startup map file
Default_Map_Background=sml_8.bmp Default startup map theme bitmap
Default_Map_Background_Title=Terra Major Default title of startup theme

 

A.I. Wars Main Engine INI “aiw_config.ini” file:

This file allows you to configure default locations of Cygug and Map files. It also allows you to detail an external .AI file editor if desired.  We recommend the “CAICLPro” editor found on our TacticalNeuronics.com web site.

 

Example:

[Editor]

'note blank means no external editor used

editor=C:\Program Files\CAICLPro\CAICLPro.exe

 

[File Locations]

maps=g:\aiw3dengine\maps

cybugs=g:\aiw3dengine\cybugs

 

In this case two directories were created to house the Cybug and map files respectively and the CAICLPro editor is used.

 

Remembered game option settings are saved in the “settings.dat” file:

This file contains the following:

Example Description
0001010110001001100000111000  Binary on/off settings for the various options within the game menues
summary.txt Default summary save file name
contest.txt Default tournament save file name

 

In-Game battle settings are in the Blob.Dat file:

This file is a ASCII text file that contains the settings made within the in-game advanced battle settings screen.  It is recommended that you do not edit this file by hand.  You can however send it to other users for their use as default tournament settings etc. Note: when you select restore defaults the “defaults.dat” file is used to replace the blob.dat file.

 

Basic facts about the A.I. Wars Map (*.MAP) files:

These files are simple ASCII representations of the items found on each grid square of the 45x32 map. They have a “chksum=” number on the last line to prohibit the shareware users from generating them without he registered version. Note: that when no map is selected with the map editor the “default.dat“ file is used as the base map.

0 Empty
1, 2, 3, 4, 5, 6, 7, 8, V and H Walls/Barriers
9 Mines
I, J, K, L, M, N, O, P, Q and R Cybug starting positions 1 through 10
F Flags

 

 

Lrg_x.bmp

These are the 1024x768 2D battle arena background images. The x represents a number associating it with its smaller/larger versions. The bfield.dat file contains associated information; see its description below for details.

 

Med_x.bmp

These are the 800x600 2D battle arena background images. The x represents a number associating it with its smaller/larger versions. The bfield.dat file contains associated information; see its description below for details.

 

Sml_x.bmp

These are the 640x480 2D battle arena background images. The x represents a number associating it with its smaller/larger versions. The bfield.dat file contains associated information; see its description below for details.

 

Bfield.dat

This file contains the in-game names for each map background/theme. This file is space sensitive so keep the same columns.

 

Example:

Hive Courtyard           sml_1.bmp      med_1.bmp      lrg_1.bmp

 

This tells the main A.I Wars engine which three bitmaps are supported for the small, medium and large versions respectively.  The Theme name is listed for user selection within the game.  This theme name is also associated with the 3D engine theme *.DAT files with the same name. See below.

 

3D Engine “Theme name.DAT“ files:

 

These files tell the 3D engine what basic components make up how the world looks and sounds in the 3D engine.  They contain the following elements (Note: a blank element line indicates 'not used' and the engine assumes the data begins on the first file line.)

 

Example: Purpose:
AISky1_purple.bmp Sky bitmap file inner layer of 3
YES Sky inner layer transparent? YES/NO
AISky2.bmp Sky bitmap file center layer of 3
YES Sky center layer transparent? YES/NO
AISky3.bmp Sky bitmap file outer layer of 3
YES Sky outer layer transparent? YES/NO
grassy01.bmp Ground bitmap
NO Ground transparent YES/NO
AIShadow3.bmp Cybug Shadow bitmap (solid color)
6000 Fog distance the map is 5000 units in size
128 Fog red glow 0 = none to 256 = full
128 Fog green glow 0 = none to 256 = full
148 Fog blue glow 0 = none to 256 = full
crickets.wav Ambient background sound wav file. (Looped within game)
Field.mid Background Music file (Looped within game)

 

Scripted / Saved 3D Battles

 

3Dbattle.dat

This is the default file used by the 3D battle engine. Other “battle name.dat” files can be saved but they will always be renamed to 3Dbattle.dat before launching the 3D Battle engine. The file has the following parts and the 3D engine expects each line to contain certain data so inserting and deleting lines within these files will prevent it from working properly.

 

Example file contents Description
3D Battle Script File This never changes
[MAP] Start of map section
coridor.map Map name
666666666666666666666666666666666666666666666 Map data
6F00000000000000000000000000000000000000000F6  
600000000000000000000000000000000000000000006  
600000000000000000000000000000000000000000006  
600000000000000000000000000000000000000000006  
600000000477774000000000000000000000000000006  
600000000788887000000000000000000000000000006  
60000000078HH87000000000000000000000000000006  
600000000788887I00000000000000000000000000006  
60000000078HH87000000000000000000000000000006  
60004777748888700000000000000000O000000000006  
600078888832227000000000477777777777777740006  
600P7888882F000900000000722222388888888870006  
60004777742032700000000900000F285HH8HH587R006  
60000000M720287F00090L0F722230288888888870006  
600000000720284777707777888820322277777740006  
6000000007302888882F00F28HH82F000090000000006  
60000000900F288888222202888832222700000000006  
600000000722284777777707777777488700000000006  
600000000788887F00K0009000000F7887N0000000006  
60000000078HH87000000000000000788700000000006  
600000000788887000000000000000788700000000006  
60000000047777400000000000000J788700000000006  
60000000000Q000000000000000000788700000000006  
600000000000000000000000000000788700000000006  
600000000000000000000000000000477400000000006  
600000000000000000000000000000000000000000006  
600000000000000000000000000000000000000000006  
600000000000000000000000000000000000000000006  
600000000000000000000000000000000000000000006  
6F00000000000000000000000000000000000000000F6  
666666666666666666666666666666666666666666666  
[NODE] Strategy node section
 15 X position
 24 Y position
1 1 = on 0 = off
[ACTIVATE] Cybugs used section
1 Cybug 1, 1=on 0=off
1 Cybug 2, 1=on 0=off
1 Cybug 3, 1=on 0=off
0 Cybug 4, 1=on 0=off
0 Cybug 5, 1=on 0=off
0 Cybug 6, 1=on 0=off
0 Cybug 7, 1=on 0=off
0 Cybug 8, 1=on 0=off
0 Cybug 9, 1=on 0=off
0 Cybug 10, 1=on 0=off
[NAMES] Cybug names section
ultramel.ai Cybug 1 name
turtleb.ai Cybug 2 name
turtleb.ai Cybug 3 name
  Cybug 4 name
  Cybug 5 name
  Cybug 6 name
  Cybug 7 name
  Cybug 8 name
  Cybug 9 name
  Cybug 10 name
[HEADING] Cybug start heading section
 2 Cybug 1, 1=north, 2=east…
 2 Cybug 2, 1=north, 2=east…
 3 Cybug 3, 1=north, 2=east…
 0 Cybug 4, 1=north, 2=east…
 0 Cybug 5, 1=north, 2=east…
 0 Cybug 6, 1=north, 2=east…
 0 Cybug 7, 1=north, 2=east…
 0 Cybug 8, 1=north, 2=east…
 0 Cybug 9, 1=north, 2=east…
 0 Cybug 10, 1=north,2=east…
[X] Cybug Start X loc section
 15 Cybug 1
 29 Cybug 2
 18 Cybug 3
 0 Cybug 4
 0 Cybug 5
 0 Cybug 6
 0 Cybug 7
 0 Cybug 8
 0 Cybug 9
 0 Cybug 10
[Y] Cybug Start Y loc section
 8 Cybug 1
 22 Cybug 2
 19 Cybug 3
 0 Cybug 4
 0 Cybug 5
 0 Cybug 6
 0 Cybug 7
 0 Cybug 8
 0 Cybug 9
 0 Cybug 10
[SETTINGS] Battle settings section
  Blank line
True 640x480 mode
False 800x600 mode
False 1024x768 mode
  Blank Line
Reserved Reserved space for future
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[BATTLE] Start of battle sequence
C 0 K 15 8

Battle data

C x x x x = Cybug actions

S x x x x = Status changes

T x x x x = Game click

E x x x x = Special effects

G x x x x = Grenade actions

M x x x x = Missile actions

B x x x x = Mine actions

F x x x x = Flag actions

 

 

A.I. Wars music (*.mid) files

These are the MIDI format music files used by the 2D and 3D engines.  The 2D engine has a music selection menu located within the ”music.mnu file.

 

The music.mnu file spells out the names of the available MIDI music selections names along with their associated .MID files.  This file is column sensitive so proper spacing between the name and the MIDI file name must be observed.

Example contents:

Bug Works               BUGWORKS.MID

Bug Play                BUGPLAY.MID

Bug Dance               BUGDANCE.MID

 

CAICL Editing:

CAICL syntax checking / lookup file is found the “syntax.dat” file:

 

Tournament data:

Tournament temporary Cybug list is contained in the “tbattle.dat” file.

 

Battle scenario files (*.scn):

These are the basic scenario settings saved when you use the save scenario option or created with the A.I. Wars BattleShell program found on our TacticalNeuronics.com web site. The BattleShell source may also be found there to demonstrate how A.I. Wars battles may be automated through batch type programs using scenario files.  You are encouraged to improve upon the BattleShell code and share it with A.I. Wars players.

 

Scenario files have the following components

Example Description
title=Goal based mission: Locate and kill the Queen Cybug to end the battle Scenario title shown in the game battle settings screen.
map=dethrone.map Map file used
damage=10 Maximum damage setting
fuel=3000 Start fuel setting
unit=queen.ai Cybugs used in scenario
unit=mantis2.ai  
unit=mellive.ai  
unit=minebug.ai  
unit=napalm.ai  
unit=primal.ai  
unit=turtle.ai  
unit=turtleb.ai  
unit=ultramel.ai  
ammo=30 Start ammo setting
music=Bug March               BUGMARCH.MID Music title and .MID file used (one line, proper spacing required.)
lastalivebonus=yes Last cybug alive bonus yes/no
bloodmode=yes Blood mode yes/no
positionstrategynodex=22 Strategy node start x position
positionstrategynodey=15 Strategy node start y position
deadqueen=yes Battle ends with dead queen yes/no
area=deepspace Not used anymore
iffoff=no Iff disabled yes/no
disablestrategynode=no Strategy node disabled yes/no
clicklimit=0 Click limit value
overheat=30 Cybug overheat value
flagguns=30 Flag ammo bonus
flagfill=350 Flag fuel bonus
nodebonus=10 Strategy node point bonus
nodefill=1 Strategy node fuel bonus
nodeguns=1 Strategy node ammo bonus
mapbackbmp=Ice Arena 2D Arena theme used (Background bmp)

 

Sound effects (*.Wav) files:

The in-game sound effects for the 2D and 3D engines are found in the wav files located in the A.I. Wars directory. Feel free to distribute enhanced versions with other players!

 

3D Engine Bitmaps (*.Bmp) files:

You can search the A.I. Wars directory for BMP files used by the 3D engine.  These files can be replaced with other similar size BMP files to change the wall types within the game.  The “theme name.DAT” files mentioned earlier can be modified created or modified to point to your own BMP files as well to create your own in-game 3D worlds.  Don’t forget to change the “bfield.dat“ file to list them within the game. We encourage the sharing of user created enhancements to these files.

 

Saved 2D battle recordings (*.Rec) files:

These are created when you save recordings of the 2D battles. They can be played back with the battle recorder option. See main A.I Wars help file for details on the layout of this file format.